// gui_vs.hlsl

struct PixelShaderInput {
    float4 pos : SV_POSITION;
	float2 tex : TEXCOORD;
	float4 color : COLOR;
};

SamplerState defaultSampler : register(s0);
Texture2D diffuse : register(t0);

float4 main(PixelShaderInput input) : SV_TARGET {
	float4 color = input.color;
	float4 texel = diffuse.Sample(defaultSampler,input.tex);
	
	texel -= color;
	normalize(texel);
	
    return texel;
};
